UncleKeith 10 Posted July 24, 2010 Because the US Army's standard assault rifle is the M4. Not the M16A4. Now if it had been the USMC armed with Mk16s (the horror) I would have given them M16A4s, but it wasn't it was the US Army. wow, i see... i alway believed it was the m16, i never knew that... cool. Share this post Link to post Share on other sites
BigMorgan 11 Posted July 26, 2010 A minor complaint / feature request: the basic Rifleman unit under the M4/M16 replacement addon does not carry any hand grenades. I'm not sure if this was intentional or not, but just in case it was an oversight I thought I would bring it up. Thanks for releasing this mod, the SCARs were bugging me in OA and I was dying for someone to release a mod like this so I can avoid a ton of Init-box scripting in the editor while goofing around in singleplayer. I really appreciate your work. Share this post Link to post Share on other sites
Laqueesha 474 Posted July 26, 2010 (edited) wow, i see... i alway believed it was the m16, i never knew that... cool. Yeah, that is a very common misconception people have, although it is an understandable one. The M16 family has been the standard family of rifles for the U.S. Army for much of the late 20th century, however, the U.S. Army has been switching, or has switched to the M4 series as their primary weapon, while the U.S. Marines still use the M16 family as their standard series of rifles. Personally, I would prefer if the U.S. Army had their standard infantry weapon as the M16 series, but that's not going to happen anytime soon. Although, the U.S. Army does retain the M16 series (M16A2 and M16A4 primarily, although suprisingly, there are a few M16A1s left for novelty purpoes :p) often for training purposes and in other limited capacities. Hope this helps. ;) Edited July 26, 2010 by Laqueesha Share this post Link to post Share on other sites
desmondb 10 Posted July 27, 2010 thanks for this MUCH needed addon :) Share this post Link to post Share on other sites
BigMorgan 11 Posted July 30, 2010 A suggestion (if you'll permit me to share) for the M4 replacement mod: replace the sniper weapons, also, with the fine desert-camo'd M24 model for the M110. And, of course, it would be nice if the basic rifleman had some hand grenades too as I mentioned above. Thanks again, Laertes! Share this post Link to post Share on other sites
Laertes 10 Posted July 30, 2010 A suggestion (if you'll permit me to share) for the M4 replacement mod: replace the sniper weapons, also, with the fine desert-camo'd M24 model for the M110.And, of course, it would be nice if the basic rifleman had some hand grenades too as I mentioned above. Thanks again, Laertes! Tell you what, I'll check the rifleman issue and I'll add an optional .pbo changing the M110 to the M24 :) Share this post Link to post Share on other sites
Laertes 10 Posted July 30, 2010 (edited) Version 2 of the US Army Weapon Replacements http://www.sendspace.com/file/rutcow - OA http://www.sendspace.com/file/0fsalb - CO http://www.armaholic.com/page.php?id=11413 - OA - Armaholic http://www.armaholic.com/page.php?id=11414 - CO - Armaholic Fixes/Changes: Added optional file to change snipers to use M110 to M24. Re-added grenades to the rifleman. Edited August 1, 2010 by Laertes Share this post Link to post Share on other sites
BigMorgan 11 Posted July 30, 2010 Tell you what, I'll check the rifleman issue and I'll add an optional .pbo changing the M110 to the M24 :) Thanks Laertes :D Share this post Link to post Share on other sites
miller 49 Posted August 1, 2010 Thanks Laertes ArmA2Base.de Mirror updated: US Army Weapon Replacements v2.0 by Laertes Kind regards Miller Share this post Link to post Share on other sites
Laertes 10 Posted August 1, 2010 Thanks for the mirror, Miller :) Share this post Link to post Share on other sites
11aTony 0 Posted August 1, 2010 I love your mods man. Is there any chance for you to make spetsnaz and MVD medic? If there already is one, dl link please. Share this post Link to post Share on other sites
Laertes 10 Posted August 1, 2010 I love your mods man. Is there any chance for you to make spetsnaz and MVD medic? If there already is one, dl link please. Laertes' Russian SF Medics Requires ArmA 2 Adds a medic to Spetsnaz and to the MVD This is a config-only addon, there are no new models or textures. Download Share this post Link to post Share on other sites
pez2k 10 Posted August 1, 2010 It annoyed me that the Arrowhead FAL had a burst mode and not an automatic mode, so I changed it. Download Any problems need fixing, let me know. It's a bit late, but there is one issue. The FAL actually inherits from M16A2, rather than AK_47_M like your mod. That's why it's picked up sight adjustment for some people, it's getting it from the AK. The config can also be stripped down a bit, you don't need to redefine the Single firemode. Here's a fixed-up version: class CfgWeapons { class Rifle; class M16_base : Rifle {}; class M16A2 : M16_base { class FullAuto; }; class FN_FAL : M16A2 { modes[] = {"Single", "FullAuto"}; class FullAuto : FullAuto { reloadTime = 0.0923; soundBurst = 0; recoil = "recoil_single_primary_4outof10"; recoilProne = "recoil_single_primary_prone_3outof10"; minRange = 0; minRangeProbab = 0.3; midRange = 80; midRangeProbab = 0.7; maxRange = 200; maxRangeProbab = 0.05; dispersion = 0.0005; begin1[] = {"Ca\Sounds_E\Weapons_E\FNFAL\FNFAL_single_1", 1.77828, 1, 1500}; begin2[] = {"Ca\Sounds_E\Weapons_E\FNFAL\FNFAL_single_2", 1.77828, 1, 1500}; soundBegin[] = {"begin1", 0.5, "begin2", 0.5}; }; }; }; I've also changed the reloadTime for auto, since the BIS value was for burst fire and much too fast. Share this post Link to post Share on other sites
Laertes 10 Posted August 1, 2010 It's a bit late, but there is one issue. The FAL actually inherits from M16A2, rather than AK_47_M like your mod. That's why it's picked up sight adjustment for some people, it's getting it from the AK. The config can also be stripped down a bit, you don't need to redefine the Single firemode. Here's a fixed-up version: class CfgWeapons { class Rifle; class M16_base : Rifle {}; class M16A2 : M16_base { class FullAuto; }; class FN_FAL : M16A2 { modes[] = {"Single", "FullAuto"}; class FullAuto : FullAuto { reloadTime = 0.0923; soundBurst = 0; recoil = "recoil_single_primary_4outof10"; recoilProne = "recoil_single_primary_prone_3outof10"; minRange = 0; minRangeProbab = 0.3; midRange = 80; midRangeProbab = 0.7; maxRange = 200; maxRangeProbab = 0.05; dispersion = 0.0005; begin1[] = {"Ca\Sounds_E\Weapons_E\FNFAL\FNFAL_single_1", 1.77828, 1, 1500}; begin2[] = {"Ca\Sounds_E\Weapons_E\FNFAL\FNFAL_single_2", 1.77828, 1, 1500}; soundBegin[] = {"begin1", 0.5, "begin2", 0.5}; }; }; }; I've also changed the reloadTime for auto, since the BIS value was for burst fire and much too fast. Thanks, if it's all right with you, I'll add that into the next version. Share this post Link to post Share on other sites
pez2k 10 Posted August 1, 2010 Go ahead, fine by me. Share this post Link to post Share on other sites
therev709 10 Posted August 1, 2010 The US military doesn't use M4A3s and there are no M16A4s in OA. Technically, its a Bushmaster M4A3, which is the same as the Colt M4A1 the US military uses. Sooooo you could config it for the M4A3 and the only unrealistic thing would be the name. They're even allowing regular joes (not SOF) to paint their carbines in Afghanistan now, so the desert paint scheme is acceptable :) Share this post Link to post Share on other sites
miller 49 Posted August 1, 2010 Thanks Laertes ArmA2Base.de Mirror: Russian SF Medics by Laertes successful tested :) Kind regards Miller Share this post Link to post Share on other sites
Laqueesha 474 Posted September 5, 2010 Is it possible for you to make a AK-74 replacement pack for the Russian soldiers in ArmA II? Preferably compatible with CO? Thanks in advance. ;) Share this post Link to post Share on other sites
Laertes 10 Posted September 5, 2010 Is it possible for you to make a AK-74 replacement pack for the Russian soldiers in ArmA II? Preferably compatible with CO? Thanks in advance. ;) It's possible, but I'd be lying if I said I had any intention of doing one at the moment. Sorry, mate. Share this post Link to post Share on other sites
Laqueesha 474 Posted September 5, 2010 It's possible, but I'd be lying if I said I had any intention of doing one at the moment. Sorry, mate. All right, thanks anyway. ;) Share this post Link to post Share on other sites
Bourne 10 Posted February 4, 2011 Laertes, I'm having a HUGE issue. My team and I have created our own maps prior to running your "US Weapon Replacements CO" mod and it has crippled our maps. After deleting your mod, our maps are no longer usable even after copying and pasting on a new map template. It seems because your mod was "activated" at some point and not deleted, that it was tainted all our hard work. Is there a way to get around this issue that I'm unaware of? I appreciate your input. Share this post Link to post Share on other sites
11aTony 0 Posted February 4, 2011 Your mission is probably dependent on the mod. Delete it from auto-addons in mission.sqm. Share this post Link to post Share on other sites